using System;
using System.Collections.Generic;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using HadronData;

namespace Hadron
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class HadronGame : Microsoft.Xna.Framework.Game
    {
        GameStateManager m_gameStateManager;

        GraphicsDeviceManager m_graphicsDeviceManager;
        SpriteBatch m_spriteBatch;

        public HadronGame()
        {
            m_graphicsDeviceManager = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            m_graphicsDeviceManager.PreferredBackBufferWidth = 800;
            m_graphicsDeviceManager.PreferredBackBufferHeight = 600;
            m_graphicsDeviceManager.PreferMultiSampling = true;
            //m_graphicsDeviceManager.IsFullScreen = true;
            m_graphicsDeviceManager.ApplyChanges();

            // gamer services
            Components.Add(new GamerServicesComponent(this));

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            m_spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            AssetManager.Intitialise(this.Content);

            World world = this.Content.Load<HadronData.World>("World");

            GameContext gameContext = new GameContext(this);
            gameContext.World = world;

            m_gameStateManager = new GameStateManager(GameStateTitle.Instance, gameContext);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime p_gameTime)
        {
            // fullscreen toggle
            KeyboardState keyboardState = Keyboard.GetState();
            if ((keyboardState.IsKeyDown(Keys.LeftAlt) || keyboardState.IsKeyDown(Keys.RightAlt))
                && keyboardState.IsKeyDown(Keys.Enter))
                m_graphicsDeviceManager.ToggleFullScreen();

            m_gameStateManager.Update(p_gameTime);
            base.Update(p_gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            m_gameStateManager.Draw(m_spriteBatch);

            base.Draw(gameTime);
        }
    }
}
